you could try with the fiber script…first create some nice grass and after that mold it to suit the style you need with the proportional vertex editing tool…
make them have a nice texture and you’ll have great results if you don’t mind a little extra rendering time.
then make them stick to the face with vertex parenting, parent them to the bones or what ever you want.
nice head btw! imho he’s been up way too long… the veins in his eyes are showing quite a bit and also the shirt looks kinda metallic… try messing around with spec values & maby make the spec & hard texture dependent.
If you want to use the fiber script here’s my method of doing eyebrows:
In edit mode, select the verts where you want the left (or right) eyebrow to be.
2)Shift-D to duplicate and P to separate
3)edit edit mode and select the new eyebrow piece
4)Rotate it so that the direction the eyebrow hairs will be facing is down (So that gravity will pull them in the right direction)
5)I used these settings for eyebrows. You’ll have to choose the appropriate length and width for the scale of your head:
Gravity: 2
Segments: 2
Initial Gravity: 20
Randomize Direction: 2
Frizziness: 0
Follow Normals: 1
A good eyebrow should have between 300-500 faces approximately, depending on the width of the hairs
6)Rotate the eyebrow hairs back so that they match up with your model
7)Duplicate and flip them so that you have an eyebrow for the other eye.
That’ll all work, but I have to say the I’ve seen lots of excellent head models on cg talk, and mostly they have painted eyesbrows. Obviously, if you’re going for the super-bushy look, you’ll need to model them.